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Harakani's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 530 posts (8,572 including aliases). No reviews. No lists. No wishlists. 79 aliases.


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Optimisation isn't what kills games, IMHO. You can always crank up the difficulty. Mismatched optimisation is what kills games. If one PC is a cutting-edge DPS monster and the other is not optimised at all, then it is going to be very hard to balance a game to appeal to both.


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I'd buy modules that 'ended' existing Adventure Paths. I'd also buy 7 volume APs. I'm not a fanatic about it though, and each one would be of less utility (the first one would be the first non-mythic AP that could do 1-20. Every one after that is just another choice.)

On a completely different note, I've looked at starting games above 1st level, but not wanted to have to adjust every combat in the next few books.
Including in a later book an optional "how to start from here" page (or two) in line of the "where to go from here" in the last book would be useful to me. For some APs this is easy (Kingmaker comes to mind) and for some it seems very hard.
I'm envisioning something that would still require people to have and have read the previous books: something that summarises what parts of the previous books need to be done.
e.g. if the Strange Aeons AP absolutely requires PCs to have freed Crazy McLovecraft so they have an incentive to hunt him down, mention that bit needs to happen.
I also realise that it's going to be difficult to write for the exact same reason I find it difficult to do myself.


Alright. Still need to get some of the minor equipment (like torches) but otherwise done.
Google Doc


And a Link!


Fabian Benavente wrote:
Harakani wrote:

The Psychic is a bit like the Sorceror.

One of the 'bloodlines' is Abomination - there is a dark something inside that powers your magic. You can 'go darkside', if you will, for a few rounds per day and do more damage and be immune to fear.
Amnesiac is a Archetype. It represents someone who doesn't have an understanding of their powers - their spells known changes every day, and at semi-random.
Mutation Mind takes on a horrific (like a mutagen) form for a few minutes per day. While it sounds like it would work well, it's basically the antithesis of Abomination as the powers work at complete cross purposes.

Like I said before, unless it's 'really, really' important to your PC concept, I would rather not have to learn something new at this time.

Can you make this work with a 'plain sorceror'?

I haven't looked but there must be some bloodline that is similar.

Huh - I had another look at Occult Adventures, and there is a bloodline that comes pretty close there - the Psychic Bloodline. It gets some hoopy stuff at 9th level, but at lower levels the weirdness is limited to:

* Thought and Emotion components rather than V and S.
* Access to a single spell (Mind Thrust I) that does 1d6/CL (max 5d6) at short range with psychic damage (will save halved).
Is this maybe close enough to look at?
In which case I'll go a Ranged Divination Psychic Blaster Sorceror!


Fabian Benavente wrote:
I'm surprised no one wanted to be a 'noble' (either in good standing or cast out). I'm pretty sure that would provide plenty of RP opportunities.

It was in the fact the first thing I thought of... Were I not currently playing three nobles in other games...

My guy's an all rounder. Decent melee and short range capabilities (within 30ft). AC 20. I'm not sure how well I built him as I'm not used to rogues.


Bard spells tend towards enchantment.
Unless you've got a problem, I think I'd like to try this out.
Could you have a look, please Fabian?

details:

Tiefling Rogue (Unchained) 1 / Wizard (Divination) 1
Reason: Meeting a Contact.
Trait: Shadow Stabber. Historian of the Rebllion or Ex-Asmodeon.
Feat: Armor of the Pit? Combat Expertise? Dodge? Not sure.
Background - highly summarised
Stilleto was bred and trained by Thrune to be a weapon. His childhood was brutal training in assassination. His teenage years were spent helping create coups and hunt down rebellions.
inspirations from Janissaries, Spartans, and the movie Soldier
He could be trusted because from an early age he was given a Prisoner's Ring that grew with him. Escape was impossible. He tried it twice.
Eventually his training culminated in learning magic - with the ring as his power source Arcane Bond. Now expendable - but expensive - and utterly 'loyal' he was used to assassinate targets outside the empire.
Finally he was assigned to kill a visiting Caydenite priest. He stalked the woman for a week, and worked out exactly how to do it. Instead he warned her to run - knowing it was likely to be his own death. He readied himself to cut off the finger with the ring, but instead she 'killed' him, then smiled and dispelled the ring and the illusion.
He put his training to use in running - only to discover it really did seem no-one was following him. Bemused, he changed his name and settled down in Kintargo. There he was able to embrace the human part of his soul - rather than the infernal taint - and found friendship, acceptance, and a home.
Thrune's new push into Kintargo is anathema to his existence. He understands the strategy they're using. This will be the end of everything he loves about Kintargo - unless someone fights.
And who knows better how to fight than he does.

For the record I've been intrigued by the AT since 3.0
Tried to play one, but the campaign folded.


No, nothing similar :( Synthesist Summoner came the closest. I was actually thinking about submitting the idea to RPG Superstar if I ever got that far in the competition.

Perhaps the Arcane Trickster is the way to go. If I go vanilla Rogue I get trapfinding. Also is a more 'tricky' concept.


So:
* human cleric (Cayden Cailean) OR ?? Bramble Brewer Alchemist
* human wizard
* human warpriest of Milani
* human monk.

I'm a bit worried that Lust Mage might overlap with Psychic. On the other hand the other concept I'm looking at is an Arcane Trickster

details:

1: Unchained Rogue
2: Wizard
3: Wizard - buy Accomplished Sneak Attacker Feat
4: Wizard - sneak attack goes to 2d6. 2nd level spells.
5: Arcane Trickster

And that definitely overlaps, plus is full of stabby badness.


Fabian Benavente wrote:

I've asked on the boards to people who have the .pdf so we'll see if they respond.

I have the pdf.

Quote:
I'm not sure what this is but it sounds interesting...

You don't mean the toymaker I hope.

The Psychic is a bit like the Sorceror.
One of the 'bloodlines' is Abomination - there is a dark something inside that powers your magic. You can 'go darkside', if you will, for a few rounds per day and do more damage and be immune to fear.
Amnesiac is a Archetype. It represents someone who doesn't have an understanding of their powers - their spells known changes every day, and at semi-random.
Mutation Mind takes on a horrific (like a mutagen) form for a few minutes per day. While it sounds like it would work well, it's basically the antithesis of Abomination as the powers work at complete cross purposes.


Damn. Was looking through the dirty trick handbook and just realised Arcane Trickster now has Early Entry again.


RE Toymaker: I dunno... I was worried it was too comedic.

If sorceror isn't taken, I've been enamoured of a Amnesiac Mutation Mind Abomination Psychic. Someone with a thing inside him. Letting it out makes him dangerous - and violent, but there's always a risk that one day it won't go back in. Well, IC there is, OOC it's not going to happen.


If you want to blow things up, I can strongly recommend fire wizards. At low levels the SLA is quite nice, and at higher levels... well, were you going to do something that wasn't casting a spell anyway?


So now is
* human cleric (Cayden Cailean),
* tielfling Sorceror (Fire?),
* ?? warpriest of Milani, and
* ?? monk.


Having thought on it, I'm not sure fighting diabolist nazis with animated toys is totally in keeping with the spirit of the adventure path. Let me think a little more.


That's okay. For some reason I'm thinking a toymaker. Maybe a gnome, halfling or small tiefling. Someone who's been somewhere that descended into tyranny, lost everything and became a refugee, and moved to Kintargo. Someone who doesn't want to see it happen again.

Probably a Promethean Alchemist, I think. Not sure what it'll contribute to the group.

But let me see what everyone else is looking at - inspiration tends to strike pretty frequently when I mull on things, and it sounds as if we've got a while.


Fabian Benavente wrote:
I haven't seen the vigilante class. Is this Paizo?

Yeah, it was the playtest they just finished up. It wasn't great, but had a really interesting "social persona" mechanic.


Sweet...
A few questions:
Are vigilante playtest characters and/or occult characters on the table? Are you using the standard (half WBL) or extreme (no magic items) version of Automatic Bonus Progression?


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CaptainMarvelous wrote:
I'm seriously considering a second game, given the level of interest, but I want to see how I do with one to start.

I think that's a great idea. If, once the game has settled down, you feel like you've got room for a second group then great. Much better than starting two, burning out and dropping both.


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Yeah, it sounds fascinating. Put me on the list & lurkers too please :)


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Also going to withdraw, I just can't make the character seem to come together properly.


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sorry about the double post :( Browser started going a bit wierd on me


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MordredofFairy wrote:
It is very interesting indeed, all the options available to such a game. The interesting part will be to pick a proper combination, but it's good to see such interest in this(and from one of my GM's no less...hi Harakani).

Hello!

Quote:
@Tenro: I just meant to say that I don't think 4 years is a realistic pbp estimate if IRL it took 2.5 years. I've seen stuff that would take an evening with a home group drag on for over a month in pbp, more often than not. Thats why I said it would probably need to get heavily streamlined. to speed things up for pbp, so that "a couple years" becomes a realistic option, over "a couple decades".

That's a very good point ModredofFairy. Seems to be about 3 months per session on average. Heavy combat speeds that up. Planning kills it - as we've proved. This would have planning. Man would this have planning.

So about 30 sessions, so about 90 months. 7 and a half years.
Huh. I think I might've talked myself out of this. It's a brilliant idea. If this was tabletop I would get babysitting to play. Not sure I can commit to that long a game. If you trimmed it short, it's lose some of the charm.

That said, there are ways to speed PbPs up. If you could get down to 6 weeks per session, then you'd be on track. I know there are games that get 3-4 posts per day per player, and they move really fast.


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I've got an idea for an orphan from Daggermark who had family in the area. He came looking for them when his family was killed, and found the PCs trying to make a difference. I think Pioneer fits this background. If he could be related to an existing NPC that would be awesome.
Wait - you say - an Orphan who travelled across the entirety of the River Kingdom?
I'd like him to be a Feyblooded (and no idea why) Alchemist. Trained as an apprentice poisoner, he was more interested in the creation of life than the taking of it. There's something in his blood that acts as a perfect catalyst for the animation of life - if you're okay with it I'd like it to be a spark of the First World, where trees walk across the landscape and rocks talk to each other.
Is there a problem with an Alchemist(Promethean) Human with the Mixed Heritage, Heart of the Fields and Fey Magic racial traits? I would be making constructs, but I feel like a PbP might be the one place where a bunch of minions doesn't slow things down.
He's like to found a kingdom where Alchemy has pride of place (like Daggermark) and constructs make people's lives easier. He's not committed to poisoning people, but he grew up with it.

Age is something I'm thinking about. Youngish seems to make sense, but not sure a kid would work. 16-18? Sort of depends on the themes I guess.

I've played and run Kingmaker before, but I'm pretty good about not metagaming.


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I've got an idea for an orphan from Daggermark who had family in the area. He came looking for them when his family was killed, and found the PCs trying to make a difference. I think Pioneer fits this background. If he could be related to an existing NPC that would be awesome.
Wait - you say - an Orphan who travelled across the entirety of the River Kingdom?
I'd like him to be a Feyblooded (and no idea why) Alchemist. Trained as an apprentice poisoner, he was more interested in the creation of life than the taking of it. There's something in his blood that acts as a perfect catalyst for the animation of life - if you're okay with it I'd like it to be a spark of the First World, where trees walk across the landscape and rocks talk to each other.
Is there a problem with an Alchemist(Promethean) Human with the Mixed Heritage, Heart of the Fields and Fey Magic racial traits? I would be making constructs, but I feel like a PbP might be the one place where a bunch of minions doesn't slow things down.
He's like to found a kingdom where Alchemy has pride of place (like Daggermark) and constructs make people's lives easier. He's not committed to poisoning people, but he grew up with it.

Age is something I'm thinking about. Youngish seems to make sense, but not sure a kid would work. 16-18?


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Or even changes to the race. If the race moves underground it might develop darkvision and stonecunning. If the PCs insist on training everyone as a warrior they get Orcish weapon familiarities...


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It's a fascinating idea. My feeling is that it's going to be a crazy amount of work, and you need a bunch of 'Builder' type players to do it.

Quote:
This trend will continue through to the golden age of magic, into the downfall of magic, the rise of gunpowder, and finally attempting to survive the apocalypse.

Is this a series of scenes in a fixed timeline? Or is it something where the PCs can affect it?

I think it'd run great with a series of 'mini-apocalypses', like intermittent occasional winter, or the dead rising. In fact if you DID use the dead rising then you've got a great thing to do with the old PCs :)

I can also see the founders of a tribe might only be level 5 at the end.
The heroes of the medieval kingdom might start at level 5. If all they have are legends they might THINK the founders where bigger than level 5.

I can also see each generation of 'heroes' might become part of a pantheon of gods. That sounds neat, as your new PC can worship your old PC(s).


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I'm glad to hear that - I still need to finish writing up Norrys!

minor UC question:

Um, when buying rooms and teams from ultimate campaign, should I use the stated cost or the buy cost?
For example...
Kitchen wrote:
Create 4 Goods, 4 Labor (160 gp); Time 12 days; Size 2–6 squares

Goods and Labor cost 20gp to purchase. 8*20 = 160 (as above).

You can use the Downtime system to 'craft' a good from 10gp of materials.
This gives a 'construction cost' of 80gp.
I've been working on the 'full cost' assumption, and am happy to go with that - but would feel a bit stupid if I was wrong and hadn't checked.
Either way, I think the property he owns on Ravensholm is going to be a half ruined house. As time goes on I'll get it "fixed up", and (if we go Kingmaker on it) eventually start adding more properties.
In all honesty, I'm not sure the island is going to be big enough to justify becoming a 'city'.


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I ran a Kingmaker game for a while. I tried both multi-thread, spoilers, and ooc location (prefixing posts with a standard "where am I" line like
Ravensholm

Of all these, I found Spoilers the most annoying. It's really helpful when recapping or searching to be able to just scroll back. Spoilers stop that (you have to click everything), can't be quoted properly, and remove the ability to actually use spoilers for each location. Worst of all sometimes I'd forget to click a spoiler and miss something.

Assuming PvP isn't a problem (at this stage, anyway) the OOC thing can work - people have to pay attention to it, but that normally seems to work.

Seperate threads are awesome - but it can get a bit annoying to work out where a post is.

I strongly recommend a pattern I've used and seen when and if we get to the mechanical kingmaker stage: start up a thread (or a google doc or something) so it doesn't blurgh all over the game. Something I've seen work out nicely is start a new campaign for the kingmaker, use gameplay for the IC negotiations and dicussion for the mechanics.
This means you can let people spend a week doing a kingmaker turn and STILL have them off on adventure (not like anyone is going to die inside of a turn).

Still, entirely up to you Bēl-Ṣullulim. The GM does way more work than any one player on these campaigns.


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@Bēl-Ṣullulim: Might I ask if this is a reasonable point of view to have?

Norrys POV:

Beliefs:
1 Committees don't win wars
2 Ustalav is already at war - with the Worldwound
3 A military-like hierarchical command structure is the best way to prepare for and fight a major offensive
4 True political equality leads to economic equality
5 economic equality leads to a society where everyone is just a little worse off than a peasant.
6 Only those of at least middle class can afford the time for military training, education, and capital investment.
7 Most talents have a hereditary basis: strong parents have strong children, smart parents have smart children.
8 Training in order to maximize potential needs to be started before the potential is perceptible.
9 Feudal systems have bidirectional duties and Noblesse Oblige.
10 By supporting the Palatines the monarchy has abrogated their feudal duties
11 By not supporting war against the worldwound the monarchy has abrogated their feudal responsibilities
12 Humanity destroys the different unless constrained not to
13 Some 'nobles' are incompetent, and that incompetence is hereditary: point 7 is a trend, not a guarantee.
14 Improved technology and/or magic can improve productivity and/or efficiency
15 Sometimes it is necessary to do some Evil in order to more Good
16 Only the educated can truly understand trade offs

Therefore:
* It is necessary to quickly impose a non-hereditary nobility in order to fight the war with the worldwound
* It would be good for this nobility to become hereditary in order to maximise Ustalav's potential in the future - though those who prove incompetent should be removed
* It will be necessary to fight all the Palatines in time (given they will come to each others aid) and probably eventually replace the monarchy

I'm thinking this is... Lawful Evil? Lawful Neutral with Good and Evil tendencies?
This is a character who could (sadly) order the deaths of a few good people to save more later. While not seeking power for its own sake, he'd see that he has a duty to take it as he is the best qualified.


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@Jacob Romero: Are you going Words of Power? I know how tempting that level 2 lesser animate spell is.

Well, I've gone mad looking at options.
I really wanted to like Tome Eater. Psychic spells means he could cast in Raven Form... which is SO awesome. But it just didn't click with the concept.
I was looking at martial classes - I think I had the same idea as @PirateDevon, but now there is a Metal Oracle and a Slayer in the mix I don't think there's as much of a need for a fighter.

Tossing up now I can see my top three as:
* Blackblade Kensai Magus: Using the black blade Raven's Claw - and implying Raven's Head was also a family weapon.
* Spellslinger Wizard: Another way of increasing the group's ability to fight. Fits in nicely with the idea that Norrys is meant to be modern. He'd be introducing guns into Ustalav.
* Instructor Wizard: My favourite at the moment. The Ravensholm people were building advanced buildings and messing around with magic when the Kellids were remastering woodworking. They've been on the decline as a people since. I love the idea of Norrys taking power by promising to make them a powerful magical people once more - and given the bonus int that the shifters get this is not a crazy idea. Apprentice Cohort can mind Ravensholm when Norrys is out. Plus, with this and Dynasty Founder I've effectively got Leadership at level 3! BWAHAHAHAHAHAHA!


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Bēl-Ṣullulim wrote:
That being said, Ravensholm could be considered a territory of "New Lozeri", or whatever you want to call it, once Harakani's character reestablishes himself there, which would technically give him access to the Viceroy leadership role.

Ooo, I like that.

Ravensholm is about 20-30 miles from the Lorezi and Vieland captials. It's not TOO far from Ascanor.
I was also thinking of using "Bat Form" (Crow Form) to be able to do some sort of regular commute without requiring us to create some sort of highway through the Shudderwood (though that would be awesome)


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Bēl-Ṣullulim wrote:
Harakani wrote:

Sounds great!

I am interested in seeing Tome Eater Occultist, but that would mean waiting until my subscription comes in.

I have some time today, I'll throw a little surprise your way later.

Shouldn't you already have access to the pdf?

AAAARGH! " Headdesk

Sounded like you were right, so I went looking.
I had enough on subscription this month that I got *two* emails. I read the first and not the second, which contained only Occult Adventures.
Turns out I've had it for 13 days.
Grrr... Stupid me...
Bēl-Ṣullulim wrote:


Quote:
Do Ravens count as Crows as well? They're pretty closely related.

I'm willing to upgrade the spell-like ability to this: Speak with Animals (Carrion Birds).

Very generous - I was only looking for Corvids.


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Sounds great!

I am interested in seeing Tome Eater Occultist, but that would mean waiting until my subscription comes in.

Do Ravens count as Crows as well? They're pretty closely related.


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It has occurred to me that waiting until I have finished the small novel that my PC's background seems to be turning into is probably not that useful. I'll give a summary instead, see if it is okay.

Background Summary:

* Norrys Caromarc inherits a very small fortune from his grandfather.
* Should also get an Earldom (but Palatine)
* He proceeds to blow his fortune on studying in Leipstadt University, Riddleport, and Kaer Maga.
* Destitute he walks home and consults the lawyers
* All that remains is the Ravenholm Hunting Lodge and a stipend that pays for its resupply.
* Goes to Ravensholm (see below for details) - which is basically a large village/small town
* Is surprised by the number of people.
* SO many ravens and crows.
* People are primitive and sort of bestial looking.
* Acknowledgement of his title, but others have seized power in his "absence".
* Finds the records room
* Records room shows history of Ravenholm.
** Established at Earthfall by Azlanti who became wereravens to survive.
** Generations of deliberate breeding to breed out traits left them non-infectious shifters.
** Breeding to create different types of were raven - even a permanently raven form with higher intelligence
** Kellids emerge: Ravensholm people become the Crow (Karak) Marked People.
* Discovers the people are raven-shifters.
* Discovers his grandfather used and bred them, and took in Sarkorians during the Demonskin war.
* Despises the people as shifters, tieflings and half breeds.
* Ashamed of what his grandfather had done. Decides to leave the people alone.
* Assassination attempt
* Finds more recent records (which had been hidden from him)
** Ustalav is founded: name is varisianised to karakmark
** Efforts are made to breed out a ruling class, which is bred into Ustalavic nobility
** Name becomes Caromarc
* Shocked, frightened and ashamed he realises he is a breeding experiment, and presumably a monster.
* Decides to fulfill his 'purpose' and reestablish Caromarc dominance over Ravenholm, Vieland and Ustalav.
* Puts out feelers, and comes into contact with Beauturne

Themes:

I've tried to unite the house, the line and the character with the same themes. Those being:
* a powerful past with a dark secret
* relatively recent fall into powerlessness
* an effort to regain previous prestige (rebuild the manor, reclaim Vieland, rise again from mere penniless wanderer to lord of the land.

inspirations:
"Fall of the House of Usher" (a bit), "The Rats in the Walls" (a lot), "The Shadow over Innsmouth", and "The Raven".

Ravensholm:

* A ten foot tall islet (holm)
* topped with:
** mangrove trees that block the view of everything else on the holm
** ramshackle houses and tree houses
** three stone lookout towers
** a single, ancient, half-ruined gothic style stone manor
* Ravenholm is an islet of the Troll's Tail River
* the area around is swampland (it is in the Dipplemere swamp)
* there is a hidden trail that goes from here to Schloss Caromarc, then to Ascanor Lodge.

raven shifters:

mechanically these are Bloodmarked Skinwalkers (10RP). Bloodmarked are usually bats. In this case I'd like to reskin them (pardon the pun) as ravens. This is primarily because I want to tie them in with the Caromarc line, and my original inspiration came from the Caromarc=Crow Marked.
This would be a small island of the only raven skinwalkers in golarion, I guess... if that helps...

mechanics:

Most of the 3100gp is going to go on the manor :(
I'm also interested in getting the Dynasty Founder feat.
I'm interested in going Skinwalker, but could do this with Racial Heritage, or even just as flavour.
I want something that fits a philosopher. Current favourite is wizard. Given we already have applications for wizards, arcanists, alchemists and psychics I figured there was going to have to be some overlap.


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Getting there... I've done a bot of research...Story is starting to come clear.


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Should we be the Heroes or Villains of the Gothic stories? Given the alignments specified, my suspicion is villains - though not villeins.


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I find myself intrigued.

Might it be possible to play a scion of the Caromarc family - heir to a lesser but still extant title - grieving Vieland's loss to the Palatines?


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Almost... there...
@Eltacolibre:
* You said it was okay to take Extra Traits? Armour Expert and Rich Parents ok?
* how much to 'hire' (or buy, if using Ultimate Campaign) non-adventuring minions.
* Is there a discount for gear you have the craft skill to build yourself?


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I've been thinking about it.
I think it might be a bit too low magic for me.
My original understanding was something a bit more like Bloodshadows or the Nightside.


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Hmmmm - I got the book, and I've run into trouble with the dwarves mentioned.

I got the book so I could learn more about the Dwarves. I was expecting the typical ancient, long lived race that discovered steel when humanity was still knapping flint.

The idea that it is the young race is intriguing though. Especially as they're a progressive, technocratic, urban population. I can imagine one saying "First there were the Old Ones. Then the Age of Serpentfolk. Then the Rakshasha. The then Elves. Now it is the Age of Man. But soon it will be the Age of Dwarves."

I'm seeing him now as a Dwarven Superiorist. A Dwarf who found a great secret in some lost ruin from the dawn of days, and who has now gone out into the primitive, uncivilised world to find more. Not just because he wants to know how to make things better. Not just to help the Dwarves gain Ascendancy. But because in the Dwarves' Merit-based technocracy winning such secrets is worth more than gold - it is power.

@Eltacolibre: I'm a bit worried about how this fits in with the themes of the game. Am I interpreting Dwarves correctly?


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Thanks Drayen,
in which case I can be an Occult Scientist with a GOO focus, rather than a Star Adept with a crafting focus.
Tenro: Star Adept is free.


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I've noticed recently that if I make a character that isn't a wizard, something seems to go wrong with the game :( That said, I'm also looking at Magus, Alchemist, Cleric and even Arcanist.
I was tossing up between Star Adept and Occult Scientist, but when Drayen asked for Occult Scientist, I abandoned that as well. If he decides not to submit I could jump to that, I guess. Then you could have Star Adept.
Hmmm - I've just got the book now - let me look through and see if anything else leaps out at me.


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I feel bad Tenro. We could both do it (different classes?), or I'll look around.
Does anyone have a list of which ones are taken so far?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

@Eltacolibre: Interesting. So there is no way to get the Artifice Domain except to be a Concept cleric?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hmm - strange idea. Do any of the Old Ones grant the Artifice domain?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I'm intrigued by the idea of a Deep Dwarven Smith Star-Adept seduced by the ancient sciences of the Great Old Ones. The Wizardry would then be almost incidental. He would dream of crafting the Great Works, and the eternal acclaim that would be his.

Does this sound like it could work?

Not sure how 'heroic' the game is. Conan is pretty grim. Any clues?


start is at 0.
Gate is at 15.
Isama and Castor are at 20.
Mia is at 35.
Thirus is at 30.
Diene is at 35.
Difficult terrain 40-50.
Ophelia is at 50.
Constance & puddle is at 65.
Gardener (which most of you can now see) is at 90.
Init: Castor, Isama, Mia, Diene, Thirus, Mouther, Constance, Gardener

Diene, you're up.


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Sorry was that no alchemist class, or no reflavoured alchemist class?


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How is Alchemist? Potentially reflavoured as Rune-crafter?

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